#### Description

Add physics to an Entity component

#### Details

The BabylonJS [guide to using a physics engine](https://doc.babylonjs.com/how_to/using_the_physics_engine) can be helpful here.

- Must be a child of the entity you wish to add physics to
- The physics engine will be initilized automatically when a Physics component is used in the scene
- By default uses Cannon.js as the physics engine and can be changed to Oimo.js on the Scene component with the `physics` attribute
- Props (attributes) are reactive and can be changed dynamically

#### Usage

```html
<Scene>
  <Box>
    <Physics v-model="myImpostor"></Physics>
  </Box>
</Scene>
```

#### Props

- `type` (String) - The kind of physics impostor, see below for valid values:
  - `"box"`
  - `"cylinder"`
  - `"heightmap"`
  - `"mesh"`
  - `"particle"`
  - `"plane"`
  - `"sphere"`
- `mass` (Number) - The object's mass in kg
- `friction` (Number) - The impostor's friction when colliding against other impostors
- `restitution` (Number) - The amount of force the body will "give back" when colliding
- `options` (Object) - `nativeOptions` in BabylonJS (options passed to the underlying physics engine)
- `ignoreParent` (Boolean) - To avoid using the compound system, set this flag to true (default false)
- `bidirectional` (Boolean) - whether to consider changes made to the mesh's position and rotation (default true)
